The
textured forest looks pretty bad when it does not have shading- It is
pretty much impossible to distinguish different trees other than on horizons-
Textured Forest, no shading |
Luckily
implementing dynamic shading is not too difficult, and a variety of shading
techniques can be combined to create a convincing effect.
Terrain Shading |
Terrain
Shading – trees will be shaded in shadow of terrain contours
lighting
factor writen to Forest Map – passed through Displacement Filter
Height Shading |
Height
Shading – Assuming trees are shaded more on the bottom -
Forest Height is determined by texture height * forest Value in terrain
Vertices
Forest Value passed through Forest Map –
bottomShading = finalHeight/ForestValue
(Relative Max Height)
Emboss Bump Map Shading |
Embos
Bump Mapping – Technique used to approximate bump mapping – may still show up
in terrain shadows-
Combined Shading |
Combined
Shading – Shading methods multiplied together- some artifacts from embos bump
map..
These
shading methods require 2 more channels to be passed through the initial
mapping process- Relative height for height shading and a light factor
calculated for the emboss and terrain shading
Hi,
ReplyDeleteGood to see this work.
May i know the what are the tools you have used ?
I am an Ecological researcher!
Hi Pandi, sorry it took me so long to see this post!
DeleteThis is actually a development blog for a set of tools for forest rendering, but more for general representation than exact detail.
Right now all of this is hard coded using Microsoft's XNA game creation library, so its not at all user friendly.
Good to know this might be useful though! I am a student in Environmental Studies and Computer Science, so hopefully I can keep working on this kind of thing in the future.